Trzeba troche odswiezyc temat, bo premiera juz niedlugo, ponizej nowy/stary trailer, nie wiem czy ktos widzial. Ja osobiscie jaram sie ta gra jak szalony
I jeszcze troche info...
You mentioned RPG elements earlier. Are there towns and how does the quest system work?
There will be different towns in the game. You can go in them and talk to people who give you information to go on quests. Even different places in the game itself will start quests. You don’t have to get a quest and carry it out right away. You can take on a number of quests simultaneously and carry them out in the order you choose.
From looking at Dragon’s Dogma it feels like the world space is large. How are players going to be able to move from one town to another that may be quite far away without having players feel like the travel time is too long?
The basic way you travel around the different parts of the world is walking or running. There are going to be some other elements that we haven’t been able to talk about yet and we will reveal those in the future.
Dragon’s Dogma is said to be one of Capcom’s most expensive games. Where are you investing your resources?
I think the main focus for us in spending money has been on the graphics. Just because this is an open world game, there are so many elements you have to create. So many towns, places, and settings that need to be drawn and fully realized to feel they are places you want to explore. Then you have to populate them with different people, creatures, and monsters. The graphics have been a main source of eating up the budget. This is going beyond anything we had in Devil May Cry 4, which is a pretty linear game with a limited amount of elements that populate it.
Is it safe to say that Dragon's Dogma is less of a sandbox and more of a story game? If it is a story game, are there branching paths?
With this game you can join multiple quests at the same time, so you're not restricted to taking one quest and following it only. You can follow multiple threads concurrently, so you have a high degree of freedom in choosing what you want to do or where you want to go.
For the story itself, there's a main backbone, but it does branch out into different paths. There will be points where it does split and you'll have choices to decide where you want to go. This will also impact the ending of the game. There are different endings available.
The thing that really strikes me about this game is that despite being developed in Japan it is a very Western-styled game. It looks more Elder Scrolls than anything out of Japan. What was the thought process behind deciding for the Western trappings? Were there any particular inspirations, movie, game or otherwise?
What we try to do is look at other open world games - especially ones that are popular in the West. That means we look at your Fable series, Oblivion, things like that. We wanted to see what it is about those games that make them tick, how they work, what could we improve on and things like that.
From the Capcom side what we bring to the table is our action pedigree; we're known for our action games, and I feel that lots of other games of a similar breed lack fully-realized action. Thankfully we could bring that to the table without any problems. But we did have to look at the challenges of creating an open world game, so we had to be able to look at the games that were popular in the West and our designers really studied them and looked at the design choices, the art direction, and just all those elements and see what was good about them. We made sure to look at what people respond to positively and how we can incorporate that into our game.
So how large is the game-world itself and how open? How free are you to interact with basically... anything?
For the game-world itself, we’re looking at a medium-sized, average-sized shaped peninsula and in real-time, it would take about an hour or two hours to walk straight across it so it’s a pretty big world. If you decide to go straight through the story, it would probably take about 30-hours to play through -- just straight through.
But for the world itself and the degree of interactivity you have, we’ve designed it so you can pretty much interact with anything in the game. Anywhere you want to go you can go there and if there is something to do there, you can do it. You can interact with the people or the objects and the creatures in almost any part of this game world.